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Implement some more trigger event calls and command handlers (#989)
* Implement some trigger event calls and command handlers * add zone summary dimissed GM * break and remove log * some cleanup in Gather Targets and blocking out * fix default value of unlock for play cinematic * Log on errors add enum for physics effect type simplify nipoint3 logic check arg count add enum for End behavior * tryparse for nipoint3 * totally didn't forget to include it * bleh c++ is blah * ??? * address feedback * Fix for #1028
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@@ -7,6 +7,7 @@
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#include "dLogger.h"
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#include "GameMessages.h"
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#include <BitStream.h>
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#include "eTriggerEventType.h"
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BouncerComponent::BouncerComponent(Entity* parent) : Component(parent) {
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m_PetEnabled = false;
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@@ -46,8 +47,10 @@ void BouncerComponent::SetPetBouncerEnabled(bool value) {
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EntityManager::Instance()->SerializeEntity(m_Parent);
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if (value) {
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m_Parent->TriggerEvent(eTriggerEventType::PET_ON_SWITCH, m_Parent);
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GameMessages::SendPlayFXEffect(m_Parent->GetObjectID(), 1513, u"create", "PetOnSwitch", LWOOBJID_EMPTY, 1, 1, true);
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} else {
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m_Parent->TriggerEvent(eTriggerEventType::PET_OFF_SWITCH, m_Parent);
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GameMessages::SendStopFXEffect(m_Parent, true, "PetOnSwitch");
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}
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